ARCHIVED - Gear Stats and Comparisons with Numbers!

It would be helpful to include numerical values in addition to graphical bars when showing stats for loot. I'll use weapons as the example, but this applies to any gear that has "stats bars".
[url=http://destiny.wikia.com/wiki/Hand_Cannon?file=Maverick_Mk._32.jpg]link[/url]
For example, at the link above, the Mos Ardus IV and Maverick MK. 32 hand cannons have bars for Impact, Range, Stability, etc. that look relatively similar. But their attacks are numerical values of 169 and 75, respectively. Since there are no values for Impact, all we know is that both Impacts are about 4/5ths or 80% of a full bar, but we have no perspective.
Does the Mos with an attack over twice the Maverick's have a higher absolute Impact value? Or do both hand cannons have about 80% of the max Impact value of [i]all hand cannons[/i] in Destiny? Or do they have about 80% of the max Impact value of [b][i]all weapons[/i][/b] in Destiny? Is 80% relative to an absolute value, or relative to a relative value?
[b][i]Or[/i][/b] is Impact a [i]modifier[/i] of some other value, such as the velocity or mass of the hand cannon's fired projectile (note that these hand cannons do [i]kinetic[/i] damage, as opposed to other types of damage in Destiny [url=http://destiny.wiki.fextralife.com/Damage+Types]link[/url]
It's bad enough that the stats aren't granular enough (is it 78% or 81%) but worse, there is no perspective: 80% [i]of what?[/i]
I get that Bungie would want to keep the game simple, uncluttered, and approachable, but there should be [i]some way[/i] for pedantic stats geeks like me to dig a bit deeper.
The obvious fix is just to include numbers with the graphs, but here are some additional suggestions (again, weapons are referenced, but applies to armor and other equipment):
1. Ability to pull up stat comparisons from the weapon switching screens (where you can see all your carried weapons) [i]and/or[/i] at the Vault (stored weapons).
2. Grimoire cards that explain game mechanics like how weapon stats are calced and compared, and what those stats mean.
3. Tutorials at the Tower Armory (gun range) where you could experiment with the effects of various stats. I.e. crank Range up and down and see how it modifies bullet spread and damage at various ranges.
4. Granular control of numerical stats during weapons crafting (which has been hinted at in the beta).
5. A "Maker" subclass or crafting perks that would give players the ability to create (level-appropriate) gear for themselves and/or others.
Any other wonks out there? Add me on PS4: clayeponym

maybe it is a fraction of the "attack stat" meaning that if you take away a fifth from the attack stat you get the impact stat... Then you can compare it to other weapons impact stat and make some vast web of handcannon impact stats...[spoiler]Sorry if i was incoherent or didn't make any sense... I'm really tired...[/spoiler]

[quote]Does the Mos with an attack over twice the Maverick's have a higher absolute Impact value? Or do both hand cannons have about 80% of the max Impact value of [i]all hand cannons[/i] in Destiny? Or do they have about 80% of the max Impact value of [b][i]all weapons[/i][/b] in Destiny? [/quote]
I'm not sure if a concrete answer for this is floating around yet. They both do 80% of the possible damade, but I don't know if that is 80% max hc damage or 80% possible damage. But what I DO know is that they will both do the same amount of damage to a low-level enemy. The attack stat compares against an enemy's defense stat, and determines If a gun hits the enemy for full damage or not. It does not make the gun do more damage, it just reduces the effect of an enemy's defense. You can almost think of it as "armor penetration."

Note that armor stats ARE numerical, but they actually modify cool down rates of melee, grenade, and special attacks. As explained here:
[url=http://destinynews.net/destiny-armor/]link[/url]
[i]Some armor may include bonuses to certain player attributes:
Discipline - Decreases grenade cooldown time. All three classes, and their subsequent modified grenades have an initial recharge time of 60 seconds, and at 100% effective discipline is reduced to 20 seconds.
Intellect - Increases the passive charge of the player’s Super ability, by increasing the amount per second of energy that’s passively recharged.
Light - Boosts the player’s level after 20, increasing the damage done by subclass abilities.
Strength - Reduces the cooldown time of a player’s Passive Ability.[/i]

I do think they need to better explain how the weapon damage works and what all the bars [b]actually[/b] affect, I found myself confused quite often as i've had multiple weapons with the same attack and similar impact bars yet deal radically different damage per shot, even while being the same element.
To the best of my understanding I think the attack number affects the level of enemy which you're able to deal damage to, where impact dictates the actual damage per shot to them. Kind of like in an RPG where a weapons attack stat has the enemies defense taken into account before any kind of damage calc even takes place.
I don't necessarily agree with having the bars changed to add numerical values though. This makes things a bit too precise and means you would never need to [u]actually[/u] test a weapon to know if it suits you or not.
This likely means people can instantly complain about a minor stat change on a weapon, where if it's just bars they are unlikely to even notice. (e.g if the impact is dialled back from 81% back to 79% for balance)
I really do like the idea of having a compare function though, this would be really handy.